Information processing apparatus, information processing system, storage medium and information processing method

ABSTRACT

A non-limiting example information processing apparatus that functions as a game apparatus includes a first LCD and a second LCD, and usually, a game screen of a single-play game is displayed on the first LCD and a list screen is displayed on the second LCD. In the list screen, an icon of a player of another game apparatus that is searched as a passer-by is displayed as well as icons of a player of another game apparatus that is registered as a friend and a player of another game apparatus that is determined as an acquaintance. That is, during a time that game processing of the single-play is being performed, the game screen is displayed and a list of a player who is registered and a player who exists in the neighborhood is displayed. The player sends an offer of a battle-play to a desired player through an operation using the list screen at an arbitrary timing during a time that the game processing of the single-play is being performed.

CROSS REFERENCE OF RELATED APPLICATION

The disclosure of Japanese Patent Application No. 2012-287115 filed onDec. 28, 2012 and Japanese Patent Application No. 2013-119710 filed onJun. 6, 2013 are incorporated herein by reference.

FIELD

This application describes an information processing apparatus,information processing system, storage medium and information processingmethod, capable of performing a communication application with one ormore information processing apparatuses.

SUMMARY

It is a primary object of an embodiment to provide a novel informationprocessing apparatus, information processing system, storage medium andinformation processing method.

Another object of the embodiment is to provide an information processingapparatus, information processing system, storage medium and informationprocessing method, capable of increasing convenience of a communicationconnection.

A first embodiment is an information processing apparatus, comprising: acommunicating unit, a searching unit and a display controlling unit. Thecommunicating unit performs a communication with another informationprocessing apparatus. The communicating unit can perform a communicationwith another information processing apparatus directly or via a network.The searching unit repeatedly searches one or more other informationprocessing apparatuses existing within a predetermined area by using thecommunicating unit. The display controlling unit displays on a displaydevice information of a first other information processing apparatusthat is stored in advance in storage and information of a second otherinformation processing apparatus that is searched by the searching unit.Furthermore, the display controlling unit renews in a real-time at leastinformation of the second other information processing apparatus inaccordance with a search result by the searching unit.

According to the first embodiment, since not only information of anunspecified other information processing apparatus that is searched butalso information of a specific other information processing apparatusthat is stored in advance are displayed, it is possible to make acommunication connection by distinguishing these information processingapparatuses. Furthermore, since the information of the unspecified otherinformation processing apparatus is renewed in a real-time in accordancewith search results by repeated searches, it is possible to know in areal-time an unspecified other information processing apparatus withwhich a communication can be performed. That is, it is possible toincrease convenience of a communication connection.

A second embodiment is according to the first embodiment, wherein thecommunicating unit is operable to perform a communication with one ormore other information processing apparatuses by the short-distancewireless communication. Therefore, the predetermined area is an areathat it is possible to perform a communication by the short-distancewireless communication.

According to the second embodiment, it is possible to search anunspecified other information processing apparatus that exists in arelatively neighborhood such as an area wherein a communication by ashort-distance wireless communication can be performed, and to displayinformation thereof.

A third embodiment is according to the first embodiment, wherein thedisplay controlling unit is operable to display the information of thefirst other information processing apparatus and the second otherinformation processing apparatus in a discriminable manner. A differencebetween the first other information processing apparatus and the secondother information processing apparatus is visibly represented(displayed), for example.

According to the third embodiment, it is possible to easily know whetherthe information that is stored in advance or the information that issearched.

A fourth embodiment is according to the first embodiment, furthercomprising an application performing unit. The application performingunit is operable to perform an application according to an operation bya user. The display controlling unit is operable to display theinformation of the first other information processing apparatus and theinformation of the second other information processing apparatus withina performance of the application by the application performing unit.

According to the fourth embodiment, it is possible to perform, in asingle application, the processing thereof and a display of theinformation of the first other information processing apparatus and theinformation of the second other information processing apparatus. Thatis, it is unnecessary to suspend or terminate the application in orderto display the information of the first other information processingapparatus and the information of the second other information processingapparatus.

A fifth embodiment is according to the fourth embodiment, wherein thedisplay controlling unit is operable to display the information of thefirst other information processing apparatus and the information of thesecond other information processing apparatus in parallel with aprogress of the application that is performed by the applicationperforming unit.

According to the fifth embodiment, as similar to the fourth embodiment,it is unnecessary to suspend or terminate the application in order todisplay the information of the first other information processingapparatus and the information of the second other information processingapparatus.

A sixth embodiment is according to the first embodiment, wherein thedisplay controlling unit is operable to display the information of thefirst other information processing apparatus and the information of thesecond other information processing apparatus in a further discriminablemanner on whether the information processing apparatus can perform acommunication with another information processing apparatus. Forexample, the information of the first other information processingapparatus and the information of the second other information processingapparatus are represented (displayed) in a manner that it is possible toconfirm visually whether information processing apparatuses respectivelycorresponding to the information of the first other informationprocessing apparatus and the information of the second other informationprocessing apparatus can perform a communication.

According to the sixth embodiment, it is possible to easily know whetherone or more other information processing apparatuses corresponding tothe information of the first other information processing apparatus andthe information of the second other information processing apparatus canperform a communication.

A seventh embodiment is according to the first embodiment, furthercomprising a selection receiving unit and a process performing unit. Theselection receiving unit is operable to receive a selecting operation bythe user to the information of the first other information processingapparatus or the information of the second other information processingapparatus that is displayed on the display device. The processperforming unit is operable to perform a process that at least a partthereof is common, with the first other information processing apparatusor the second other information processing apparatus corresponding tothe information indicated by the selecting operation that is received bythe selection receiving unit. For example, an offer of a communicationconnection is sent to the first other information processing apparatusor the second other information processing apparatus corresponding tothe information that is selected, and the first other informationprocessing apparatus or the second other information processingapparatus accepts or refuse the offer. In a case that the offer forcommunication connection is accepted, the process performing unitperforms a communication application with the first other informationprocessing apparatus or the second other information processingapparatus. That is, the same process is performed even in a case whereany one of the information of the first other information processingapparatus that is stored in advance and the information of the secondother information processing apparatus that is searched is selected. Inaddition, it is possible to send and receive data that includes aplurality of information at once to or from the first other informationprocessing apparatus, but it is possible to send and receive data thatincludes a single information at once to or from the second otherinformation processing apparatus. That is, there is an occasion that adifferent process may be performed.

According to the seventh embodiment, since a process that at least apart thereof is common is performed with the first other informationprocessing apparatus or the second other information processingapparatus, it is not necessary to perform a different operation in acase where a common process is performed with the other informationprocessing apparatus that is stored in advance or in a case where acommon process is performed with the other information processingapparatus that is searched. That is, operability excels.

An eighth embodiment is according to the first embodiment, wherein thedisplay controlling unit is operable to display the information of thefirst other information processing apparatus that is stored in advancein the storage whether or not the first other information processingapparatus can perform a communication by the communicating unit thereof.

According to the eighth embodiment, since the information of the firstother information processing apparatus is displayed whether or not thefirst other information processing apparatus can perform acommunication, regardless of the search result, it is possible to knowwhether the first other information processing apparatus correspondingto the information of the first other information processing apparatuscan be selected.

A ninth embodiment is according to the first embodiment, wherein thedisplay controlling unit is operable to display the information of thesecond other information processing apparatus as the information of thefirst other information processing apparatus in a case where theinformation of the second other information processing apparatus that issearched by the searing unit is stored in the storage.

According to the ninth embodiment, it is possible to prevent theinformation as for the same other information processing apparatus frombeing displayed in duplicate.

A tenth embodiment is according to the first embodiment, wherein theinformation of the first other information processing apparatus isstored in advance in the storage in response to at least one of the userand a user of the first other information processing apparatus.

In a case where information of one or more other users existing in aneighborhood or one or more other information processing apparatusesowned by the one or more other users are to be registered, the usersearches one or more other information processing apparatuses usinghis/her own information processing apparatus through a communication bya short-distance wireless communication, and selects a desired one outof the one or more other information processing apparatuses that aresearched. Then, it is notified to a selected other informationprocessing apparatus that information of the selected other informationprocessing apparatus is stored (registered) in the storage of theinformation processing apparatus. When such processing is performed ineach of the information processing apparatuses of both of the users, inthe each other's information processing apparatus, each other's theinformation is stored in their storages.

Furthermore, in a case where information of one or more other users notexisting in a neighborhood or information processing apparatuses ownedby the one or more other users are to be registered, one user registers,using an information processing apparatus owned by the himself/herself(for the sake of convenience for description, called as “informationprocessing apparatus A”), the information of the information processingapparatus owned by the other user (for the sake of convenience fordescription, called as “information processing apparatus B”).

At this time, if the information of the information processing apparatusA is not registered in the information processing apparatus B by theother user, the information of the information processing apparatus B isprovisionally registered (provisional registration) in the informationprocessing apparatus A. Then, the information processing apparatus Aestablishes an internet connection by a wireless LAN to notify theinformation processing apparatus B that the information of theinformation processing apparatus B is provisionally registered.Thereafter, when a notification that the information of the informationprocessing apparatus A is registered in the information processingapparatus B is received from the information processing apparatus B, theinformation of the information processing apparatus B is finallyregistered (final registration) in the information processing apparatusA.

In contrast, in a case where the information of the informationprocessing apparatus A has been registered in the information processingapparatus B and this is notified to the information processing apparatusA, the information of the information processing apparatus B is finallyregistered as it is in the information processing apparatus A.

According to the tenth embodiment, since the information of the otherinformation processing apparatus is stored in the storage in response toan operation of at least one user, it is possible to prevent informationof an information processing apparatus of an unknown user from beingautomatically registered.

An eleventh embodiment is according to the first embodiment, wherein theinformation processing apparatus has the storage built-in.

According to the eleventh embodiment, it is unnecessary to provide anexternal memory or a computer such as a server to store the informationof the first other information processing apparatus.

A twelfth embodiment is according to the first embodiment, furthercomprising an application performing unit. The application performingunit is operable to perform an application in accordance with anoperation by the user. The information of the first other informationprocessing apparatus is available regardless of a kind of theapplication that is performed by the application performing unit.

According to the twelfth embodiment, since the information of the firstother information processing apparatus is available regardless of a kindof the application, it is possible to save time for storing(registering) the information for each application.

A thirteenth embodiment is an information processing apparatus,comprising: a communicating unit; a searching unit; and a displaycontrolling unit. The communicating unit performs a communication withanother information processing apparatus by a short-distance wirelesscommunication. The searching unit repeatedly searches one or more otherinformation processing apparatuses by using the communicating unit. Thedisplay controlling unit displays on a display device information of oneor more other information processing apparatuses searched by thesearching unit by using predetermined information that is stored inadvance in a storage. Furthermore, the display controlling unit renewsin a real-time at least the information of the one or more otherinformation processing apparatuses in accordance with a search result bythe searching unit.

A fourteenth embodiment is an information processing system, comprising:a communicating unit, a searching unit and a display controlling unit.The communicating unit performs a communication with an informationprocessing apparatus. The searching unit repeatedly searches one or moreinformation processing apparatuses existing within a predetermined areaby using the communicating unit. The display controlling unit displayson a display device information of a first information processingapparatus that is stored in advance in a storage and information of asecond information processing apparatus that is searched by thesearching unit. Furthermore, the display controlling unit renews in areal-time at least the information of the second information processingapparatus in accordance with a search result by the searching unit.

A fifteenth embodiment is a non-transitory computer readable storagemedium storing an information processing program, wherein theinformation processing program causes a computer of an informationprocessing apparatus to function as: a communicating unit operable toperform a communication with another information processing apparatus; asearching unit operable to repeatedly search one or more otherinformation processing apparatuses existing within a predetermined areaby using the communicating unit; and a display controlling unit operableto display information of a first other information processing apparatusthat is stored in advance in a storage and information of a second otherinformation processing apparatus that is searched by the searching unit.Furthermore, the display controlling unit renews in a real-time at leastthe information of the second other information processing apparatus inaccordance with a search result by the searching unit.

A sixteenth embodiment is an information processing method in aninformation processing apparatus that comprises a communicating unitoperable to perform a communication with another information processingapparatus, comprising steps of: (a) searching one or more otherinformation processing apparatuses existing within a predetermined areaby using the communicating unit; (b) displaying on a display deviceinformation of a first other information processing apparatus that isstored in advance in a storage and information of a second otherinformation processing apparatus that is searched in the step (a); and(c) performing the step (a) repeatedly and renewing in a real-time atleast information of the second other information processing apparatusin accordance with search results.

In the thirteenth to sixteenth embodiments as well, as similar to thefirst embodiment, it is possible to increase convenience of acommunication connection.

The above described objects and other objects, features, aspects andadvantages of the embodiments will become more apparent from thefollowing detailed description when taken in conjunction with theaccompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a view of a non-limiting example communication game systemaccording to an embodiment.

FIG. 2 is a block diagram showing a non-limiting example electricconfiguration of a game apparatus shown in FIG. 1.

FIG. 3 is a view showing first non-limiting example screens displayed ona first LCD and a second LCD shown in FIG. 2.

FIG. 4 is a view showing second non-limiting example screens displayedon the first LCD and the second LCD shown in FIG. 2.

FIG. 5 is a view showing third non-limiting example screens displayed onthe first LCD and the second LCD shown in FIG. 2.

FIG. 6 is a view showing a non-limiting example memory map of a mainmemory shown in FIG. 2.

FIG. 7 is a view showing a non-limiting example specific content ofplayer data.

FIG. 8 is a view showing a non-limiting example specific content ofsingle-play processing data.

FIG. 9 is a view showing a non-limiting example specific content ofbattle-play processing data.

FIG. 10 is a flowchart showing a non-limiting example entire gameprocess of a CPU shown in FIG. 2.

FIG. 11 is a flowchart showing a non-limiting example part of asingle-play game process by the CPU shown in FIG. 2.

FIG. 12 is a flowchart showing a non-limiting example further part ofthe single-play process by the CPU shown in FIG. 2, following FIG. 11.

FIG. 13 is a flowchart showing a non-limiting example still further partof the single-play process by the CPU shown in FIG. 2, following FIG.12.

FIG. 14 is a flowchart showing a non-limiting example part of a beaconsending/receiving process by the CPU shown in FIG. 2.

FIG. 15 is a flowchart showing a non-limiting example further part ofthe beacon sending/receiving process by the CPU shown in FIG. 2,following FIG. 14.

DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS

With referring to FIG. 1, a communication game system 1 according tothis embodiment includes a game apparatus 10 that is an example of aninformation processing apparatus. As seen from FIG. 1, the communicationgame system 1 is constructed by a plurality of game apparatuses 10, andeach of the plurality of game apparatuses 10 is held by each differentuser or player (hereinafter, simply called as “player”). That is, thegame apparatus 10 is a mobile (portable) game apparatus. Although threegame apparatuses 10 are shown in the communication game system 1 shownin FIG. 1, if two or more, the number of the game apparatuses may befour or more.

FIG. 2 is a block diagram showing an example of electrical structure ofthe game apparatus 10 shown in FIG. 1. As shown in FIG. 2, the gameapparatus 10 includes a CPU 20 which is connected with a main memory 22,a memory control circuit 24, an internet communication module 28, alocal communication module 30, an input device 32, a first GPU (GraphicsProcessing Unit) 34, an LCD controller 38 and a second GPU 42. Inaddition, the memory control circuit 24 is connected with a data savingmemory 26. Furthermore, a first VRAM (Video RAM) 36 is connected betweenthe first GPU 34 and the LCD controller 38, and a second VRAM 40 isconnected between the second GPU 42 and the LCD controller 38.Furthermore, a first LCD 44 and a second LCD 46 are connected to the LCDcontroller 38.

The CPU 20 is a processor or an information processing means forexecuting a predetermined program (application program). In thisembodiment, the predetermined program is stored in a memory, (the datasaving memory 26, for example) within the game apparatus 10 or anexternal memory, and the CPU 20 performs information processing (gameprocessing) described later by executing the predetermined program.

In addition, the program to be executed by the CPU 20 may be stored in amemory in advance, or may be acquired from a memory card that isattachable to the game apparatus 10, or may be acquired (downloaded)from other equipment by performing communication with the otherequipment. Furthermore, an information storage medium that stores thepredetermined program may be not only a non-volatile storage medium suchas the data saving memory 26 but also an optical disc storage mediumsuch as a CD-ROM, DVD or the like.

The main memory 22 is a storage or storing means that is utilized as aworking area and a buffer area of the CPU 20. That is, the main memory22 stores (temporarily stores) various kinds of data utilized for theabove-described information processing, or stores programs acquired froman external (memory card or other equipment). In this embodiment, as themain memory 22, a PSRAM (Pseudo-SRAM), for example, is utilized.

The data saving memory 26 is storage or storing means for storing(saving) data or the like such as programs to be executed by the CPU 20and game data. The data saving memory 26 is constructed by anon-volatile storage medium, and a NAND-type flash memory may beutilized. The memory control circuit 24 controls reading data from orwriting data to the data saving memory 26 in accordance withinstructions by the CPU 20.

The internet communication module 28 has a function that connects to awireless LAN according to a system conforming to a standard of IEEE802.11.b/g, for example. Therefore, the CPU 20 sends/receives data to orfrom other equipment (a computer, other game apparatuses, etc.) via anaccess point and an internet by using the internet communication module28, for example.

The local communication module 30 has a function that performs ashort-distance wireless communication. More specifically, the localcommunication module 30 has a function that performs sending/receivingof an infrared ray signal with other equipment (other game apparatusesor the like) by a predetermined communication system (an infrared raysystem, for example), and a function that performs a wirelesscommunication with the same kind of game apparatuses in accordance witha predetermined communication protocol (a multilink protocol, forexample). Therefore, the CPU 20 can directly sends/receives data to orfrom other same kinds of game apparatuses by using the localcommunication module 30, for example.

The input device 32 includes various operating portions such as a pushbutton, a cross button, an analog stick, a touch panel and so on.Operation data that indicates an inputting situation (whether or notdepressed) against each button and touch position data of apredetermined format based on a signal from the touch panel are outputfrom the input device 32. The CPU 20 acquires the operation data and thetouch position data from the input device 32, and performs processingaccording to acquired operation data and touch position data. Although adetailed description is omitted here, in this embodiment, the touchpanel is provided on the second LCD 46.

The first GPU 34 produces, according to instructions from the CPU 20, afirst displaying image based on data that is stored in the main memory22 for producing a displaying image, and renders the same in the firstVRAM 36. The second GPU 42 similarly produces a second displaying imageaccording to instructions from the CPU 20 and renders the same in thesecond VRAM 40.

The LCD controller 38 outputs the first displaying image that isrendered in the first VRAM 36 to the first LCD 44, and the seconddisplaying image that is rendered in the second VRAM 40 to the secondLCD 46.

In addition, in this embodiment, the LCD is utilized as a displaydevice, but instead of the LCD, an EL (Electronic Luminescence) displayor a plasma display may be utilized. Furthermore, the game apparatus 10can utilize a display device having any resolution. Furthermore, the LCDcontroller 38 may output the first displaying image to the second LCD 46and the second displaying image to the first LCD 44.

Furthermore, although not shown, there is also provided with a speakerfor outputting a sound (music) necessary for a game.

In such a game apparatus 10, when a player starts a game, for example,usually, game processing of a single-play is started (performed). Inaddition, a single-play mode means a mode that a personal game is playedby a player of the game apparatus 10 alone by operating a single playercharacter existing in a virtual game world.

Furthermore, in the game processing of the single-play mode, a playerwho plays the same game is searched as a candidate of a battle opponent.When it is determined that a battle-play is to be performed by making anoffering of a battle-play to the candidate of the battle opponent thatis searched or by being receiving an offer of the battle-play from thecandidate of the battle opponent, a connection is established between aplurality of game apparatuses 10 that it is determined that thebattle-play is to be performed, and then, the game processing of abattle-play mode is performed. In addition, the battle-play mode means amode that a game for a plurality of persons is processed by operatingrespective player characters existing in a virtual game world by playersof the plurality of game apparatuses 10.

In this embodiment, by performing the game processing of the single-playmode, a game screen (application performing screen) 100 as shown in FIG.3(A) is displayed on the first LCD 44. In the game screen 100, an imageof a game world is displayed as a background, and on the image of thegame world, a player character 102 and a monster character 104 that ispossessed by the player character 102 are displayed.

In the single-play mode, the player character 102 moves in the gameworld constructed in a virtual space, or catches a wild monstercharacter existing in the game world, or makes the monster character 104that is caught (possessed) fight with a monster character that anon-player character (not shown) possesses or a wild monster character,in accordance with an operation of the player. The player character 102gets a predetermined item (not shown) and uses the same according to anoperation by the player.

Furthermore, in the single-play mode, as shown in FIG. 3(B), a listscreen 150 for performing a selection of a battle opponent in a casewhere the game processing of the battle-play mode is to be performed isdisplayed on the second LCD 46. In addition, the list screen 150 is notneeded to be always displayed during a time that the game processing ofthe single-play mode is being performed, and the player may selectdisplaying/non-displaying. Furthermore, in a state that it is impossibleto perform the battle-play with a player of another game apparatus 10,the list screen 150 is not displayed. The state that the battle-playcannot be performed means a state that a communication cannot beperformed, a state that it is impossible to send an offer of thebattle-play in view of circumstances in the game processing of thesingle-play mode, or the like, for example. That is, the list screen 150is displayed when it is possible to send an offer of the battle-play toa player of another game apparatus 10.

In the list screen 150 shown in FIG. 3(B), a button image 152 isdisplayed in an upper left portion, and a button image 154 is displayedin an upper right portion. Below the button image 152 and the buttonimage 154, displaying regions 160, 162 and 164 are formed. In thedisplaying region 160, icons 170 a and 170 b applied with face images ofgame avatars that are used by players who are registered as friends aredisplayed. Furthermore, in the displaying region 162, icons 172 a, 172 band 172 c applied with face images of game avatars that are used byplayers who are determined as acquaintances are displayed. In thedisplaying region 164, icons 174 a, 174 b, 174 c, 174 d, 174 e and 174 feach applied with a face image of a game avatar that is used by aplayers who is determined as a passer-by are displayed.

Accordingly, in a case where the list screen 150 as shown in FIG. 3(B)is being displayed, it is possible for the player to select any one of afriend player, an acquaintance player and a passer-by player as abattle-opponent.

Furthermore, since the icons applied with the face images of the gameavatars used by the friend player, the acquaintance player and thepasser-by player are displayed making a classification of the friendplayer, the acquaintance player or the passer-by player in the listscreen 150, the player who sees the list screen 150 can recognize such aclassification.

In addition, in this embodiment, by displaying the list screen 150, itmakes possible to recognize a classification of a friend, anacquaintance or a passer-by; however, not limited to this. As anotherembodiment, screens for each of a friend player, an acquaintance playerand a passer-by player are displayed in different layers, and byselecting a desired classification by using a tab or the like, a screenfor a selected classification may be moved to the forefront.

Here, a friend player means another player who is allowed (registered)to communicate with each other or in a one-way manner even in a periodother than a time that the game is played. The player of the gameapparatus 10 is able to exchange (send/receive) game data or send orreceive a massage with another game apparatus 10 that is beingregistered as a friend player, even in a case where an application otherthan a game (application) of this embodiment is performed. That is,information (player data) of a player who is registered as a friendplayer is available regardless of a kind of an application. Theinformation (player data) for the player who is registered as a friendplayer is stored in the data saving memory 26 of the game apparatus 10,for example. Since the player data of the player who is registered as afriend is thus stored in the data saving memory 26 of the game apparatus10, it is not necessary to provide a server or an external memory forstoring the player data, and accordingly, it is possible to reduce atime and cost (installing cost and maintenance cost).

Here, a brief description is made on an example of a method how toregister a friend player. In a case where another player existing in aneighborhood is to be registered as a friend, for example, by performinga short-distance wireless communication, the player searches one or moreother game apparatuses 10 by using his/her own game apparatus 10, andselects a player of a desired other game apparatus 10 out of the one ormore game apparatuses 10 that are searched. Then, it is notified to theother game apparatus 10 that is selected that the information (“playerinformation” described later) as for a player of the other gameapparatus 10 is stored (registered) in the data saving memory 26 of thegame apparatus 10. If such processing is performed in each other's gameapparatus 10, the player information as for each other's player isstored in the data saving memory 26 in each other's game apparatus 10.That is, a friend player is registered based on a mutual agreement byboth players.

Furthermore, in a case where another player not existing in aneighborhood is to be registered as a friend player, one playerregisters the player information of the other player by using his/herown game apparatus 10 (for the sake of convenience for description,called as “game apparatus A”),

At this time, in a case where the player information of the player ofthe game apparatus A is not registered in the game apparatus 10 (for thesake of convenience for description, called as “game apparatus B”) ownedby the other player, the player information as for the player of thegame apparatus B is provisionally registered (provisional registration)in the game apparatus A. Then, the game apparatus A establishes aninternet connection by a wireless LAN to notify the game apparatus Bthat the player information of the player of the game apparatus B isprovisionally registered. Thereafter, when a notification that theplayer information of the player of the game apparatus A is registeredin the game apparatus B is received from the game apparatus B, theplayer information of the player of the game apparatus B is finallyregistered (final registration) in the game apparatus A.

In contrast, in a case where the player information as for the player ofthe game apparatus A has been registered in the game apparatus B andthis is notified to the game apparatus A when the player information asfor the player of the game apparatus B is registered in the gameapparatus A, the player information of the player of the game apparatusB is finally registered as it is in the information processing apparatusA.

In addition, a friend player is not always registered based on a mutualagreement between both of the players, may be registered one-sidedlybased on only an intention of one player.

Furthermore, an acquaintance player means another player who is notregistered as a friend player but has performed at least one time thebattle-play in the past. Player data for the player who is determined asan acquaintance player is stored in the data saving memory 26 of thegame apparatus 10 as save data together with game data of thebattle-play, for example. Although not shown, the save data may bestored in a memory card (SD card, for example) attachable to/detachablefrom the game apparatus 10.

In addition, although a detailed description is omitted here, eachplayer can exchange (sending/receiving) a monster character 104possessed by the player character 102 in the game world between the gameapparatus 10 and another game apparatus 10 by performing a communicationwith the other game apparatus 10 by using the game apparatus 10. Anotherplayer is also determined as an acquaintance player if the other playerhas made an exchange of the monster character 104 in the past at leastone time.

Furthermore, a passer-by player is a player who is not registered as afriend player and is not determined as an acquaintance player, and aplayer who owns another game apparatus 10 that is determined that theother game apparatus 10 becomes in a state capable of communicating withthe game apparatus 10 at least temporarily in the single-play mode. Morespecifically, the passer-by player means a player having another gameapparatus 10 that sends an information notifying bacon signal (describedlater) that is received by the game apparatus 10 in the single-playmode. The player data for the player who is determined as the passer-byplayer is erased at a time that the game is terminated, for example.

The friend players, the acquaintance players and the passer-by playerscan be respectively displayed by a predetermined number (100 (ahundred), for example). In a case where the number of the playersexceeds the predetermined number, the information (player data) of theplayer who is registered as a friend player at the earliest time ordetermined as an acquaintance or a passer-by at the earliest time, thatis, the oldest player will firstly be overwritten. Although not shown,the displaying regions 160, 162 and 164 displays portions of columnsthat the icons (170 a, 170 b, 172 a-172 c, 174 a-174 f, etc.) appliedwith face images of the game avatars used by the friend player, theacquaintance player and the passer-by player are displayed (depicted).

The above-described button images 152 and 154 indicate operating buttonsfor scrolling the list screen 150. By depressing an L button or an Rbutton included in the input device 32, the list screen 150 is scrolledtoward left or right. In addition, by performing a slide operation onthe touch panel, the list screen 150 can be also scrolled. By scrollingthe list screen 150, it is possible to display an icon that is notcurrently displayed.

In addition, the player can set (select) a candidate of the battleopponent, that is, a target (player) with whom the battle-play is to beperformed. Information of the target that is set for performing thebattle-play, that is, battle-play setting information, is stored in thegame apparatus 10. That is, the list screen 150 shown in FIG. 3(B) is anexample of a case where a friend player, an acquaintance player and apasser-by player are set as the target with whom the battle-play is tobe performed. Therefore, in a case where the player is not selected as atarget of the battle-play, the corresponding displaying regions 160, 162and 164 are eliminated (non-displayed) from the list screen 150. Inanother embodiment, icons corresponding to players who are not selectedas a target of the battle-play may be displayed in a gray out mannerwhile the displaying regions 160, 162 and 164 are being displayed.

More specifically, a target of the battle-play is discriminated ornarrowed in accordance with a predetermined condition such as thebattle-play setting information that is stored (set) in the gameapparatus 10, and an icon of the target of the battle-play that is thusdiscriminated or narrowed is displayed in the list screen 150.

In addition, in this embodiment, as the predetermined condition (atarget of the battle-play), a friend player, an acquaintance player or apasser-by player is individually selected; however, not limited to this,other conditions (game level, distinction of sex, residential region,etc.) may be selected. In addition, a friend player and an acquaintanceplayer may be individually selected whether the player is to be a targetof the battle-play.

In this embodiment, the list screen 150 is renewed (produced) byreceiving an information notifying beacon signal that is sent from oneor more other game apparatuses 10. As a content to be renewed, an iconof a passer-by player is added in a column for the passer-by player, ora displaying manner of an icon (in FIG. 3(B), 170 a, 170 b, 172 a-172 c,174 a-174 f) that is displayed in each displaying region 160, 162 or 164is changed.

In this embodiment, icons applied with face images of game avatars usedby a friend player, an acquaintance player and a passer-by player aredisplayed in the list screen 150. Accordingly, it is possible to saythat the list screen 150 displays the information as for the friendplayer, the acquaintance player and the passer-by player. In addition,because information (included in “avatar information” described later)of the face image of the game avatar is included in the playerinformation that is registered (stored) in the game apparatus 10, it isalso possible to say that the list screen 150 displays the informationas for the game apparatuses 10 that are owned or used by the friendplayer, the acquaintance player and the passer-by player.

Each game apparatus 10 repeatedly sends (broadcasts) a situationnotifying beacon signal to unspecified one or more other gameapparatuses 10 by using the local communication module 30 during a timethat a game of the single-play mode is being performed. Each gameapparatus 10 repeatedly receives a situation notifying beacon signalthat is sent from unspecified one or more other game apparatuses 10 byusing the local communication module 30 during a time that a game of thesingle-play mode is being performed.

Although a detailed description is omitted here, the situation notifyingbeacon signal is sent/received by using the local communication module30 even in the battle-play mode.

A system for sending the beacon signal may be an active scan system ormay be a passive scan system. More specifically, each game apparatus 10may send (broadcast) a beacon signal with a predetermined cycle withoutspecifying a designation, or each game apparatus 10 may send a proberequest packet at a predetermined cycle without specifying adesignation, and a beacon signal (probe response) may be sent from oneor more other game apparatuses 10 that receive a probe request packet.In addition, a beacon signal that is sent/received in this embodiment isa short-distance wireless signal. The short-distance wireless signal isan infrared ray signal or a radio wave signal by Bluetooth (registeredtrademark), for example.

Here, a situation notifying beacon signal (a first beacon signal)includes a beacon ID, a device ID, a game ID, player information, a gamesituation, battle-play setting information, etc.

The beacon ID is identification information for identifying a kind ofthe beacon signal. In this embodiment, there are three kinds of beaconsignals described later in addition to an information notifying beaconsignal. Such a kind is identified according to the beacon ID. The deviceID is identification information for identifying the game apparatus 10.The game ID is identification information for identifying a kind of agame.

The player information includes a player ID, a name of player, profileinformation of the player, avatar information, etc. The player ID isidentification information of an owner (player) of the game apparatus10, and indicates a transmission source of the beacon signal includingthe player ID. The name of player is a name that is registered in thegame apparatus 10 by the player. The profile information is informationof a profile (distinction of sex, place of residence, hobby, etc.) of aplayer him/herself that is registered by the player in the gameapparatus 10. The avatar information is setting information (parameter)as to parts of a face (including hair), parts of a body, costume (a capor hat, glasses, accessories, etc. are included) of a game avatar thatis used by the player.

The game situation is information indicating whether the game processingthat is being performed is a single-play mode or a battle-play mode.

The battle-play setting information is information for setting a targetof the battle-play. As described above, a friend player, an acquaintanceplayer and a passer-by player can be set as a target of the battle-play,and can be individually removed from the target of the battle-play. Thatis, it is possible to limit or restrict (discriminate or narrow) atarget of the battle-play. By thus including the battle-play settinginformation in the first beacon signal, the list screen 150 can bedisplayed by adding the battle-play setting information included in areceived first beacon signal to the battle-play setting information thatis set in the game apparatus 10.

Here, a method for renewing (producing) the list screen 150 isdescribed. When the first beacon signal from one or more other gameapparatuses 10 is received, for example, the game apparatus 10determines whether the game ID included in the first beacon signal iscoincident with the game ID of the game in the embodiment. In a case ofinconsistency of the game ID, the first beacon signal that is receivedis erased (removed).

In a case of consistency of the game ID, it is determined whether aplayer indicated by the player ID is a player who is registered as afriend, or who is determined as an acquaintance. In a case where theplayer indicated by the player ID is registered as a friend ordetermined as an acquaintance, a displaying manner of an icon is changedin accordance with the game situation. In a case where the gamesituation indicates a single-play mode, the icon is displayed with anormal color and brightness, and in a case where the game situation is abattle-play mode, the icon is displayed in a gray out manner because thebattle-play is being performed at the present and thus anotherbattle-play cannot be played. In FIG. 3(B), by applying slant lines ontothe face image, it is indicated that the icon is displayed in a gray outmanner; however, a displaying manner may be only a manner different froma normal displaying manner, and accordingly, a color, shape or size ofthe icon or two or more thereof may be changed. Furthermore, the iconmay be non-displayed.

In a case where the first beacon signal from the game apparatus 10 thatis owned by a friend player or an acquaintance player cannot be receivedfor a predetermined time period (180 seconds, for example), it isimpossible to perform a battle-play because the game apparatus 10 is inan off-line state or does not exist in an area that the beacon signalreaches (at a closer distance). Accordingly, in such a case, the icon isdisplayed in a gray out manner. That is, in the list screen 150, it ispossible to recognize not only a classification of a friend, anacquaintance or a passer-by but also whether or not the game apparatus10 can perform a communication with the game apparatus owned by a friendplayer, an acquaintance player or a passer-by player.

After that, when the game apparatus 10 performs the game processing ofthe single-play mode, or is made in an on-line state, or becomes withinthe area that the beacon signal reaches (in a short distance) acorresponding icon becomes to be displayed with a normal color andbrightness. That is, it is possible to know in a real time the gamesituation and a communication situation (these may be collectivelycalled as “current situation”) by a change of the displaying manner ofthe icon.

Furthermore, in this embodiment, as for a player who owns another gameapparatus 10 that becomes a communication-incapable state, by saving theinformation that is lastly received (information of the first beaconsignal), even in a case where the corresponding icon is being displayedin a gray out manner, it is possible to see the information of theplayer (profile, etc.). In a case where the other game apparatus 10becomes in a communication-capable state, the information that is savedis renewed with the newest information.

As described above, the information (player data) as for the friendplayer and the information (player data) as for the acquaintance playerare stored in the data saving memory 26 of the game apparatus 10.Therefore, in this embodiment, the icons corresponding to the friendplayer and the acquaintance player are displayed in the list screen 150by using the player data as for the friend player and the acquaintanceplayer that are stored in the data saving memory 26 whether or not thegame apparatus 10 can perform a communication with the game apparatuses10 that are owned by such the players. Then, as to the iconscorresponding to the friend player and the acquaintance player, adisplaying manner thereof is changed in a real-time according to thepresent situation as described above.

More specifically, the icon corresponding to the friend player or theacquaintance player is displayed in the list screen 150 by using theplayer data (player information) hat is stored (registered) in advancein the game apparatus 10. Furthermore, the player data as for the friendplayer or the acquaintance player is stored in advance in the datasaving memory 26. Accordingly, in a case where a situation notifyingbeacon signal that is sent from the game apparatus 10 owned or used bythe friend player or the acquaintance player is received, it is possibleto specify the game apparatus 10 that sends the situation notifyingbeacon signal or the player thereof. In this connection, the friendplayer or the acquaintance player can be referred as a specific player,and thus, the game apparatus 10 owned or used by the specific player canbe referred as a specific game apparatus 10.

It should be noted that the friend player is a player with whom theplayer information is exchanged (registered), and the acquaintanceplayer is a player with whom a battle-play (or character exchange) hasbeen performed at least once. Therefore, there is a case where even aface of the acquaintance player with whom the battle-play is performedonce or a few times cannot be determined. In such a case, there is anoccasion that it is impossible to determine what an acquaintance playeris like even in a case of the acquaintance player. That is, theacquaintance player can be referred as an unspecific player, and thus,the game apparatus 10 owned or used by the unspecific player also can bereferred as an unspecific game apparatus. In contrast, as to a friendplayer, the player information is registered by performing an exchangeof the player information or the player information is registered bymutually authentication with a player who is in a neighborhood, andtherefore, the friend player may be an actual friend or a player whoseface may be determined well; however, there is a case where even if theplayer is an actual friend or a player whose face can be determinedwell, such a player is not registered as a friend player, and thus, onlydetermined as an acquaintance player.

As described above, the acquaintance player can be referred as aspecific player or an unspecific player, and thus, the game apparatus 10that is owned or used by the acquaintance player can be referred as aspecific game apparatus 10 or an unspecific game apparatus.

Furthermore, in a case where the game IDs are coincident with each otherand a player who is indicated by the player ID is not a friend player oran acquaintance player, it is determined whether the player has beendetermined as a passer-by player, that is, whether the player has beenadded in the displaying column

In a case where a player has not been added as a passer-by player, anicon of the player is added into the column of the passer-by player, anda displaying manner of the icon of the player is changed in a real-timeaccording to the game situation.

In contrast, in a case where the player has been added as a passer-byplayer, a displaying manner of an icon is changed according to the gamesituation. A change of the displaying manner is the same in a case ofthe icon of a friend player or an acquaintance player; however, in acase where a first beacon signal from the game apparatus 10 that isowned by the player who has been added as a passer-by player cannot bereceived for a predetermined time period (180 seconds, for example), theicon is displayed in a gray out manner because the game apparatus 10 isin an off-line state or does not exist within a range that the beaconsignal reaches.

In addition, in this embodiment, the icon of the player having the gameapparatus 10 that is in an off-line state or does not exist within arange that the beacon signal reaches is displayed in a gray out manner;however, such the icon may be non-displayed.

Excepting a player whose current game situation is the battle-play or aplayer who is in an off-line state, in a case where an icon of a player(a friend player, an acquaintance player, and a passer-by player) whoowns the game apparatus 10 that does not exist within a range that thebeacon signal reaches is non-displayed, only an icon of a player whoexists in the range that the beacon signal reaches (predetermined area)and able to perform a battle-play is displayed.

As described above, the battle-play setting information (here, called as“own apparatus battle-play setting information”) is stored in the gameapparatus 10, and in the first beacon signal that is received, thebattle-play setting information that is registered in the game apparatus10 being a transmission source of the first beacon signal (here, calledas “other apparatus battle-play setting information”) is described. Suchthe other apparatus battle-play setting information is also informationfor limiting or restricting (discriminating or narrowing) a target ofthe battle opponent as described above.

Therefore, in this embodiment, the displaying/non-displaying of thedisplaying regions 160, 162 and 164 are controlled based on the ownapparatus battle-play setting information, and the displaying, etc. ofthe icon for the player of a friend player, an acquaintance player or anpasser-by player is controlled based on the other apparatus battle-playsetting information.

In a case where only a friend player is set as a target of thebattle-play in the other apparatus battle-play setting information, inthe game apparatus 10 that receives the first beacon signal includingthe other apparatus battle-play setting information, only in a casewhere the player of the transmission source of the first beacon signal(the player shown by the player ID) is registered as a friend player,the displaying manner of the icon of the player is changed according tothe game situation. In addition, in a case where the displaying region160 is non-displayed based on the own apparatus battle-play settinginformation, the list screen 150 is not renewed according to the firstbeacon signal.

In a case where only a passer-by player is set as a target of thebattle-play in the other apparatus battle-play setting information, forexample, in the game apparatus 10 that receives the first beacon signalincluding the other apparatus battle-play setting information, only in acase where the player of the transmission source of the first beaconsignal (the player shown by the player ID) is not registered as a friendplayer or not determined an acquaintance player, an icon of the playercan be added into a column for a passer-by player, and a displayingmanner of the icon of the player can be changed according to the gamesituation. In addition, in a case where the displaying region 164 isnon-displayed based on the own apparatus battle-play settinginformation, the list screen 150 is not renewed according to the firstbeacon signal.

Although a detailed description is omitted here, as for other cases, assimilar to the above, the displaying/non-displaying of the displayingregions 160, 162 and 164 is controlled based on the own apparatusbattle-play setting information, and the displaying, etc. of the iconfor a friend player, an acquaintance player, or a passer-by player iscontrolled based on the other apparatus battle-play setting information.

Thus, in the single-play mode, respective game apparatuses 10 send thefirst beacon signal to one or more other game apparatuses 10, andreceive a first beacon signal from one or more other game apparatuses 10to mutually search a candidate of the battle opponent. In addition, as acandidate of the battle opponent, one or more other game apparatuses 10that exist within a predetermined area that the first beacon signal canbe sent and received, that is, one or more other players who exist in arelatively short-distance are searched.

Although it is determined whether the player is registered as a friendor determined as an acquaintance with referring to the playerinformation (player data) included in the first beacon signal in thisembodiment, not limited to this. It may be determined whether the playeris registered as a friend or determined as an acquaintance based on theidentification information (device ID) of the one or more other gameapparatuses 10.

In a case where the game processing of the single-play mode isperformed, by selecting (touching) a desired icon (in FIG. 3(B), 170 a,170 b, 172 a-172 c, and 174 a-174 f) in the list screen 150, it ispossible to see the profile information of the corresponding player orsend an offer of the battle-play to the corresponding player.

When the icon 170 a is selected in the list screen 150 shown in FIG.3(B), for example, and an offer of the battle-play is sent (thebattle-play is requested) to the corresponding player, a screen (anoffering screen) 200 that is shown in FIG. 4(B) and for making an offerof the battle-play is displayed on the second LCD 46. At this time, asshown in FIG. 4(A), the game screen 100 of the single-play is stilldisplayed in the first LCD 44, and therefore, the single-play iscontinued according to an operation by the player. As seen through acomparison of FIG. 3(A) and FIG. 4(A) with each other, even if the offerof the battle-play is being sent, according to an operation by theplayer, the player character 102 and the monster character 104 are movedin the game world.

As shown in FIG. 4(B), the offering screen 200 includes a displayingregion 202 at the center of the screen and an icon 204 below thedisplaying region 202. A button image 206 is displayed in a lower rightportion of the offering screen 200. In the displaying region 202,information (text information) indicating to whom (what player) theoffer of the battle-play is sent is displayed. The icon 204 is an iconthat is applied with a face image of a game avatar that is used by anopponent player to whom the offer of the battle-play is sent. As seenfrom FIG. 3(B), the opponent player to whom the offer of the battle-playis sent is a friend player (a player corresponding to an icon 170 a).Furthermore, by selecting (touching) the icon 204, it is possible to seethe profile information of the corresponding player. The button image206 is a button for returning to the list screen 150. When the buttonimage 206 is turned-on (touched), the list screen 150 as shown in FIG.3(B) is displayed on the second LCD 46. At this time, the offer of thebattle-play may be canceled.

As described above, the offer of the battle-play to a player of one ormore other game apparatuses 10 can be sent by utilizing the list screen150 at an arbitrary timing during a time that the game of thesingle-play is being performed; however, it is impossible to send anoffer of the battle-play in a state that the battle-play cannot beperformed with one or more other game apparatuses 10 as in a case wherethe list screen 150 is not displayed.

Furthermore, if the offer of the battle-play is sent (the battle-play isrequested), a beacon signal for requesting the battle-play (abattle-play requesting beacon signal) is sent from the localcommunication module 30 of the game apparatus 10. This battle-playrequesting beacon signal (second beacon signal) includes informationsuch as a beacon ID, a device ID, a game ID, a player ID, an offerdesignation ID, etc.

The beacon ID, the device ID, the game ID and the player ID are asdescribed above. The offer designation ID is identification information(player ID) of an opponent player to whom the offer (request) of thebattle-play is sent. In a case where the offering screen 200 of FIG.4(B) is displayed on the second LCD 46, the player ID of the playercorresponding to the icon 170 a is included in the second beacon signalas the offer designation ID. A reason why the offer designation ID isthus included in the beacon signal is that it is to be determined at aside that receives the second beacon signal whether the battle-play isoffered because the beacon signal is broadcasted.

On the other hand, in a case where an offer of the battle-play is sent(the battle-play is requested), a screen (an offered screen) 250 shownin FIG. 5(B) for a case where the battle-play is requested is displayed.At this time, as shown in FIG. 5(A), the game screen 100 of thesingle-play is still displayed on the first LCD 44, and the single-playis continued according to an operation by the player. As seen through acomparison of FIG. 3(A) and FIG. 5(A) with each other, for example, evenwhen the offer of the battle-play is received, the player character 102and the monster character 104 are moved in the game world according toan operation by the player while the offer is not responded to, that is,a response is being reserved. That is, even if an offer of thebattle-play is received, the game is not suspended and a battle-play isnot started as an interruption.

As shown in FIG. 5(B), in the offered screen 250, a displaying region252 is formed in an upper portion thereof, and an icon 254 is displayedbelow the displaying region 252. Furthermore, below the icon 254, anicon 256 and an icon 258 are displayed.

In the displaying region 252, information (text information) indicatingthe offer of the battle-play is received from what player is displayed.The icon 254 is an icon that is applied with a face image of a gameavatar that is used by a player who sends an offer of the battle-play.As seen from FIG. 3(B), the battle-play is offered by an acquaintanceplayer corresponding to the icon 172 a that is displayed on the listscreen 150. By selecting (touching) the icon 254, it is possible to seethe profile information of the corresponding player. The icon 256 is abutton for accepting the offer of the battle-play. The icon 258 is abutton for refusing the offer of the battle-play.

In a case where the offered screen 250 is displayed, if an when the icon256 is turned-on (touched), a beacon signal (an offer accepting beaconsignal) indicating that the offer of the battle-play is accepted is sentfrom the game apparatus 10.

The offer accepting beacon signal (third beacon signal) includesinformation of a beacon ID, a device ID, a game ID, a player ID, anoffer source ID, etc.

The beacon ID, the device ID, the game ID and the player ID are asdescribed above, and the offer source ID is identification information(player ID) of an opponent player who sends an offer of the battle-play(requests the battle-play). A reason why the offer source ID is includedin the beacon signal is that it is necessary to determine that the offerof the battle-play is accepted at a side that receives the beacon signalbecause the beacon signal is broadcasted.

In a case where the offered screen 250 is displayed, when the icon 258is turned-on (touched), the game apparatus 10 sends a beacon signal(offer refusing beacon signal) for refusing the offer of thebattle-play.

The offer refusing beacon signal (fourth beacon signal) is the same asthe third beacon signal except that a kind indicated by the beacon IDdiffers.

In addition, in this embodiment, in a case where there is no responsewithin a predetermined time period (30-60 seconds, in this embodiment)after the offered screen 250 is displayed, the fourth beacon signal isautomatically sent even if the icon 258 is not turned-on (touched).

Thus, even if an offer of the battle-play is received, the battle-playis not automatically started as an interruption, and it is possible tocontinue the game of the single-play by reserving a response (acceptanceor refusal) to the offer. Then, if the game of the single-play iscontinued without sending a response, the offer of the battle-play canbe automatically refused. That is, the player is not troubled.

In this embodiment, although the predetermined time period is countedfrom a time point that the offered screen 250 becomes to be displayed,not limited to this. The predetermined time period may be counted from atime point that the second beacon signal is received.

Furthermore, the predetermined time period may be counted by the gameapparatus 10 at a side that sends the second beacon signal, and in acase where no response is sent within the predetermined time period fromthe game apparatus 10 that is at a receiving side, the game apparatus 10that is at the sending side may automatically cancel the offer of thebattle-play.

As described above, it is possible to send an offer of the battle-playto the players of one or more other game apparatuses 10, or accept orrefuse an offer of the battle-play from the player of one or more othergame apparatuses 10 in accordance with an operation by the player.

In a case where the offer of the battle-play is accepted, in order tostart the battle-play, the game apparatus 10 of the player who sends anoffer of the battle-play and the game apparatus 10 of the player whoaccepts the offer respectively suspend the game processing of thesingle-play mode, and a connection between these game apparatuses 10 isestablished to send/receive the data by using the local communicationmodule 30. If the connection is established, the game processing of thebattle-play mode can be performed. At this time, the game apparatus 10at a side that offers the battle-play functions as a parent machine andthe game apparatus 10 at a side that the battle-play is offeredfunctions as a child machine, for example. The parent machine receivesoperation data of the child machine and performs game control processingof the battle-play mode based on the operation data of the child machinethat is received and operation data of the own apparatus, and produces agame image according to a processing result and outputs the game image(for screen displaying and so on), and further sends data of theprocessing results to the child machine. The child machine produces andoutputs a game image according to the data of the processing result thatis received.

In addition, if the connection is established, since the game processingof a communication-play (battle-play) mode is started, the offer of thebattle-play can be referred to as a request for connection(communication connection).

In the battle-play mode, the monster character that is used by theplayer who offers the battle-play and the monster character that is usedby the player who accepts the offer are arranged in the game world, andin accordance with operations of the respective players, attacks anothermonster character mutually or defend an attack by another monstercharacter.

If the battle-play is settled and thus the game processing of thebattle-play mode is ended, the game processing of the single-play modethat is suspended is re-started, for example. When the game processingof the single-play mode is suspended, the game data that is used for thegame processing of the single-play mode (single-play processing data5040 is saved, and read out at the re-start. Therefore, it is possibleto re-start the game processing of the single-play mode from a timepoint that the same is suspended.

Thus, the icons of the friend player, the acquaintance player and thepasser-by player are displayed in the list screen 150, and by selectinga desired icon, it is possible to send an offer of the battle-play orperform the game processing of the battle-play mode. That is, althoughthe kinds of the players (distinction of a friend, an acquaintance and apasser-by) corresponding to the icons displayed in the list screen 150are different from each other, by selecting the icon, the same processcan be performed. In addition, since the functions (processes) differentfrom each other can be performed for the friend player, the acquaintanceplayer or the passer-by player, it is possible to say that the sameprocess is performed in that it is possible to make an offer of thebattle-play or perform the game processing in the battle-play mode, inthe list screen 150. That is, a part of function that can be performedis common. It is possible to perform a communication with the friendplayer even in a time except a time that the game of this embodiment isbeing played, for example, but impossible to perform such acommunication with the acquaintance player or the passer-by player.Furthermore, it is possible to exchange (send/receive) a plurality ofcharacters at once with the friend player or the acquaintance player,for example, but only one character at once with the passer-by player.

FIG. 6 is a view showing one example of a memory map 500 of the mainmemory 22 of the game apparatus 10 shown in FIG. 2. As shown in FIG. 6,the main memory 22 includes a program storage area 502 and a datastorage area 504. The program storage area 502 is stored with a gameprogram that is an application program being an example of aninformation processing program. The game program is constructed by amain processing program 502 a, an image producing program 502 b, animage displaying program 502 c, a single-play processing program 502 d,a battle-play processing program 502 e, a connection related processingprogram 502 f, a beacon sending/receiving processing program 502 g, etc.

The main processing program 502 a is a program for a main routine(entire game processing) of the game of this embodiment. The imageproducing program 502 b is a program for producing image data forvarious kinds of screens (100, 150, 200, 250, etc.) by using data suchas polygon data and texture data. The image displaying program 502 c isa program for outputting the image data that is produced according tothe image producing program 502 b to the first LCD 44 and the second LCD46.

The single-play processing program 502 d is a program for the gameprocessing of the single-play mode. The battle-play processing program502 e is a program for the game processing of the battle-play mode. Theconnection related processing program 502 f is a program that sends anoffer of the battle-play to one or more other game apparatuses 10, orreceives the offer of the battle-play from one or more other gameapparatuses 10, and responds to (accepts or refuses) the offer of thebattle-play from one or more other game apparatuses 10, during a timethat the game processing of the single-play mode is being performed. Thebeacon sending/receiving processing program 502 g is a program forsending/receiving a beacon signal.

In addition, the program storage area 502 is also stored with a soundoutputting program, a back-up program, etc. The sound outputting programis a program for producing and outputting a game sound (music). Theback-up program is a program for saving the game data in accordance withan instruction by the player or a predetermined event.

The data storage area 504 is provided with a transmission/reception databuffer 504 a and an operating input data buffer 504 b.

The transmission/reception data buffer 504 a is an area for temporarilystoring data that is sent/received to or from one or more other gameapparatuses 10 (in this embodiment, mainly, a beacon signal and data ofthe battle-play).

The operating input data buffer 504 b is an area for temporarily storingoperation data and touch position data from the input device 32.

The data storage area 504 is further stored with friend data 504 c,acquaintance data 504 d, passer-by data 504 e, single-play processingdata 504 f, battle-play processing data 504 g, character data 504 h, mapdata 504 i, own apparatus player data 504 j, battle-play setting data504 k, etc.

The friend data 504 c is player data of a player who is registered as afriend player. The player data includes, as shown in FIG. 7, informationsuch as a player ID, a name of player, profile information, avatarinformation, a game situation, etc. These are player information that isincluded in the first beacon signal. Since the player data is stored foreach player, in a case where a plurality of players are registered(stored), the player data is stored corresponding to each of theplayers. This is true for the acquaintance data 504 d and the passer-bydata 504 e.

The acquaintance data 504 d is player data of a player who is determinedas an acquaintance player. The passer-by data 504 e is player data of aplayer who is not registered as a friend player and is not determined asan acquaintance player, and a player of the game apparatus 10 that is atransmission source of the first beacon signal that is received by thegame apparatus 10.

As described above, the player data of the friend player and theacquaintance player are stored in the data saving memory 26, andtherefore, the friend data 504 c and the acquaintance data 504 d areread-in (loaded) to the data storage area 504 from the data savingmemory 26 at a time of game start.

The single-play processing data 504 f is data that is utilized for thegame processing of the single-play mode. As shown in FIG. 8, thesingle-play processing data 504 f includes current position data, leveldata, possessing item data, possessing character data, etc. The currentposition data is data (coordinates data) of a current position of theplayer character in the virtual space. The level data is data indicativeof levels of the player character and the monster character that ispossessed by the player character. The possessing item data isinformation (data) for identifying an item that is possessed by theplayer character. The possessing character data is information (data)for identifying a monster character that is possessed by the playercharacter.

Returning to FIG. 6, the battle-play processing data 504 g is data thatis utilized for the game processing of the battle-play mode. As shown inFIG. 9, the battle-play processing data 504 g includes reception dataand battle opponent data. The reception data is data that is receivedfrom the game apparatus 10 of the battle opponent. In a case where thegame apparatus 10 functions as a parent machine, the reception data isoperating input data that is received from the game apparatus 10 of thebattle opponent, functioning as a child machine. In contrast, in a casewhere the game apparatus 10 functions as a child machine, the receptiondata is the processing result data that is received from the gameapparatus 10 of the battle opponent, functioning as a parent machine.The processing result data is data of a result that the game processingof the battle-play mode is performed based on the operating input dataof the parent machine and/or the operating input data from the childmachine. The child machine renews the game parameter and the game screenbased on the processing result data.

Returning to FIG. 6, the character data 504 h is data of various kindsof characters (player character, monster character, etc.) used in thegame of this embodiment. The map data 504 i is data for constructing agame world according to this embodiment in a virtual space.

The own apparatus player data 504 j is player data that is registeredfor a player (owner) who owns the game apparatus 10. A content of theown apparatus player data 504 j is the same as the player data shown inFIG. 7. The own apparatus player data 504 j is stored in the data savingmemory 26 of the game apparatus 10, and read (loaded) from the datasaving memory 26 to the data storage area 504 at the game start.

The battle-play setting data 504 k is data as for battle-play settinginformation for setting a range of a target, i.e. a battle opponent ofthe battle-play, being set in the game apparatus 10. Specifically, thebattle-play setting data 504 k is data for determining which player outof a friend player, an acquaintance player and a passer-by player is atarget of the battle-play. In this embodiment, the battle-play settingdata 504 k is constructed by a 3-bit register, and an uppermost bitcorresponds to a friend player, a lowermost bit corresponds to apasser-by player, and a middle bit corresponds to an acquaintanceplayer. In a case where the player is set as a target of thebattle-play, “1” is set in the corresponding bit, and in a case wherethe player is not set as a target of the battle-play, “0” is set in thecorresponding bit.

In addition, as to whether the player is to be set as a target of thebattle-play, a menu screen is displayed on the second LCD 46, forexample, by operating the game apparatus 10, and it is possible toindividually select on the menu screen.

The data storage area 504 is further provided with a battle-play flag504 m that is a flag for determining whether the battle-play is beingcurrently performed. The battle-play flag 504 m is constituted by a1-bit register, for example, and in a case where the battle-play isbeing performed, “1” is set in the register, and in a case where thebattle-play is not being performed, “0” is set in the register. Thebattle-play flag 504 m is turned-on at a time that the battle-play isstarted and turned-off at a time that the battle-play is ended.

FIG. 10 is a flowchart showing an entire game process of the CPU 20shown in FIG. 2. In addition, the processing in the respective steps ofthe flowcharts shown in FIG. 10 (the same is true for FIG. 11 to FIG.15, described later) are only examples and therefore, as far as the sameor similar results can be obtained, a processing order or sequence ofthe respective steps may be exchanged. Furthermore, this embodiment willbe described on an assumption that the processing of the respectivesteps in the flowchart shown in FIG. 10 to FIG. 15 are performed by theCPU 20; however, a part of the steps may be performed by a processor(s)or a dedicated circuit(s) other than the CPU 20.

As shown in FIG. 10, when the entire game process is started, the CPU 20performs an initial setting in a step Si wherein a game world isconstructed, a character such as a player character is positioned at aninitial position or a position that is saved, and so on. In a next stepS3, a beacon sending/receiving process (see FIG. 14 and FIG. 15)described later is started. That is, the beacon sending/receivingprocess is performed in parallel with the entire game process.

In a next step S5, operating input data is acquired. Here, the CPU 20acquires operation data and/or touch position data stored in theoperating input data buffer 504 b. In a next step S7, it is determinedwhether the battle-play mode is being currently performed. Here, the CPU20 determines whether the battle-play flag 504 m is turned-on.

If “NO” is determined in the step S7, that is, when the single-play isbeing currently performed, a single-play process (see FIG. 11 to FIG.13) described later is performed in a step S9, and then, the processproceeds to a step S13. In contrast, if “YES” is determined in the stepS7, that is, when the battle-play is being currently performed, a gameprocess of the battle-play mode as described above is performed, andthen, the process proceeds to the step S13. In the step S13, adisplaying process is performed. In this embodiment, the CPU 20 outputsimage data to the first LCD 44 and the second LCD 46, respectively.Although not shown, a game sound is also output at this time.

Subsequently, in a step S15, it is determined whether the game is to beended. Here, the CPU 20 determines whether an end of the game isinstructed by the player. If “NO” is determined in the step S15, thatis, if the game is not to be ended, the process returns to the step S5.In contrast, if “YES” is determined in the step S15, that is, when thegame is to be ended, in a step S17, the beacon sending/receiving processis terminated, and then, the entire game process is terminated.

In addition, a scan time of the steps S5-S15 is executed by one (1)frame, and one frame is a time interval for renewing a screen (1/30seconds or 1/60 seconds), for example.

FIG. 11-FIG. 13 shows a flowchart of the single-play process shown inthe step S9 in FIG. 10. As shown in FIG. 11, when the single-playprocess is started, the CPU 20 determines whether there is an operationfor game in a step S31. That is, the CPU 20 determines whether operationdata and/or touch position data for the single-play game is stored inthe operating input data buffer 504 b.

If “NO” is determined in the step S31, that is, if no operation for gameexists, the process proceeds to a step S37 with no operation. Incontrast, if “YES” is determined in the step S31, that is, when theoperation for game exists, in a step S33, the game control processing(the game processing of the single-play mode) is performed based on theoperating input data. The game processing of the single-play mode is asdescribed above.

In a next step S35, the image data of the game screen 100 as shown inFIG. 3(A), FIG. 4(A) and FIG. 5(A) is renewed. Here, image datareflecting a result of the game control processing in the step S33 isproduced. Subsequently, in the step S37, it is determined whether aninformation notifying beacon signal is received. Here, the CPU 20determines whether a first beacon signal from one or more other gameapparatuses 10 is stored in the transmission/reception data buffer 504a.

If “NO” is determined in the step S37, that is, if the informationnotifying beacon signal is not received, the process proceeds to a stepS43 with no operation. In contrast, if “YES” is determined in the stepS37, that is, if the and when information notifying beacon signal isreceived, in a step S39, the friend data 504 c, the acquaintance data504 d and the passer-by data 504 e are renewed. Furthermore, when aplurality of information notifying beacon signals are received, inaccordance with each of the information notifying beacon signals, thefriend data 504 c, the acquaintance data 504 d and the passer-by data504 e are renewed. It should be noted that only data according to theinformation notifying beacon signal that is received is renewed. Then,in a step S41, image data of the list screen 150 as shown in FIG. 3(B)is renewed (produced), and then, the process proceeds to the step S43. Arenewal (production) of the image data of the list screen 150 in thestep S41 is as described above.

In the step S43, an information notifying beacon signal (first beaconsignal) is produced. Here, the CPU 20 produces the first beacon signalwith referring to the own apparatus player data 504 j and thebattle-play setting data 504 k. Here, as the game situation, thesingle-play mode is written. Furthermore, the first beacon signal thatis produced in the step S43 is stored in the transmission/reception databuffer 504 a. This is true for a case where other beacon signals areproduced.

As shown in FIG. 12, in a succeeding step S45, it is determined whetheran offer of the battle-play is received. That is, the CPU 20 determineswhether a second beacon signal that is sent from one or more other gameapparatuses 10 and the own apparatus player ID is included as an offerdesignation ID is received.

If “NO” is determined in the step S45, that is, if no offer of thebattle-play exists, the process proceeds to a step S49 with nooperation. In contrast, if “YES” is determined in the step S45, that is,when there is the offer of the battle-play, in a step S47, image datafor displaying the offered screen 250 as shown in FIG. 5(B) is produced,and then, the process proceeds to the step S49.

In the step S49, it is determined whether a response to the offer of thebattle-play exists. Specifically, the CPU 20 determines whether a thirdbeacon signal or a fourth beacon signal from the game apparatus 10 thatis owned by the player represented by the offer designation ID of thesecond beacon signal that is previously sent is received.

If “NO” is determined in the step S49, that is, if no response to theoffer of the battle-play is received, the process proceeds to a step S55shown in FIG. 13. In contrast, if “YES” is determined in the step S49,that is, when a response to the offer of the battle-play is received, ina step S51, it is determined whether the offer of the battle-play isaccepted. That is, the CPU 20 determines whether the beacon signal thatis received is the third beacon signal.

If “YES” is determined in the step S51, that is, when the offer of thebattle-play is accepted, the process proceeds to a step S69 shown inFIG. 13. In contrast, if “NO” is determined in the step S51, that is,when the beacon signal that is received is the fourth beacon signal, itis determined that the offer of the battle-play is refused, andaccordingly, the battle-play offering beacon signal (second beaconsignal) that is produced by own the game apparatus 10 is erased from thetransmission/reception data buffer 504 a in a step S53, and then, theprocess returns to the entire game process.

As shown in FIG. 13, in the step S55, it is determined whether anoperation associated with the battle-play exists. Here, the CPU 20determines, with referring to the operating input data buffer 504 b,whether an operation for sending an offer of the battle-play or forresponding to (accepting or refusing) the offer of the battle-play isperformed.

If “NO” is determined in the step S55, that is, if there is no operationassociated with the battle-play, in a step S57, it is determined whethera predetermined time period (30 seconds to 60 seconds, for example)elapses from a time that the offer of the battle-play is received. Forexample, the CPU 20 starts a timer not shown at a time that “YES” isdetermined in the step S45, and determined whether a count value thereofbecomes equal to or more than the predetermined time period while theoffer of the battle-play is not responded.

If “NO” is determined in the step S57, that is, if the predeterminedtime period does not elapse after receiving the offer of thebattle-play, the process returns to the entire game process. Inaddition, in the step S57, “NO” is also determined in a case where thereis no offer of the battle-play. On the other hand, if “YES” isdetermined in the step S57, that is, when the predetermined time periodelapses after receiving the offer of the battle-play, the processproceeds to a step S79.

If “YES” is determined in the step S55, that is, when there is anoperation for the battle-play, in a step S59, it is determined whetheran offer of the battle-play is to be sent to one or more other gameapparatuses 10 (players). If “YES” is determined in the step S59, thatis, when an offer of the battle-play is to be sent to one or more othergame apparatuses 10, a battle-play offering beacon signal (second beaconsignal) is produced in a step S61, and image data for displaying theoffering screen 200 as shown in FIG. 4(B) is produced in a step S63, andthen, the process returns to the entire game process.

In contrast, if “NO” is determined in the step S59, that is, if an offerof the battle-play is not to be sent to one or more other gameapparatuses 10, in a step S65, it is determined whether an offer of thebattle-play from one or more other game apparatuses 10 is to beaccepted. Here, the CPU 20 determines whether the icon 256 is turned-on(touched) or the icon 258 is turned-on in the offered screen 250 shownin FIG. 5(B).

If “YES” is determined in the step S65, that is, in a case where theicon 256 is turned-on, it is determined that the offer of thebattle-play is to be accepted, and then, in a step S67, a battle-playaccepting beacon signal (third beacon signal) is produced, andthereafter, the process proceeds to the step S69. In the step S69, thebattle-play flag 504 m is turned-on, and in a step S71, the player ID ofthe battle opponent, i.e., the battle opponent data included in thebattle-play processing data 504 g is stored. Then, in a step S73, thebattle accepting beacon signal that is received or produced (sent) iserased from the transmission/reception data buffer 504 a. Furthermore,the single-play processing data 504 f is saved in a step S75, and thegame processing of the single-play mode is suspended in a step S77, andthen, the process returns to the entire game process.

In addition, although not shown, the CPU 20 turns-on the battle-playflag 504 m in the step S69, and suspends the game processing of thesingle-play mode in the step S77, and after the process returns to theentire game process, by using the local communication module 30,establishes a connection with the game apparatus 10 that is to bebattled and performs the processing of the battle-play.

If “NO” is determined in the step S65, that is, in a case where the icon258 is turned-on, it is determined that the offer of the battle-play isto be refused, a battle-play refusing beacon signal (fourth beaconsignal) is produced in the step S79, and the battle-play offering beaconsignal (second beacon signal) that is received is erased from thetransmission/reception data buffer 504 a in a step S81, and then, theprocess returns to the entire game process.

In addition, the fourth beacon signal that is produced in the step S79is thereafter erased from the transmission/reception data buffer 504 a.

Thus, within the performance of the game (application) of thisembodiment, that is, during the entire game process, the game processingof the single-play or the game processing of the battle-play mode isperformed, and in the game processing of the single-play, the displayingprocess of the list screen 150 is performed in parallel with the gameprocessing of the single-play. Accordingly, it is possible to displaythe list screen 150 at an arbitrary timing during the play except for acase where the list screen 150 is not displayed as a matter ofconvenience for the game processing of the single-play mode. It is notnecessary to suspend or terminate the game processing even in a casewhere the user wants to display the list screen 150, to send the offerof the battle-play, or to see the profile information of one or moreother players. That is, the player is not troubled.

FIG. 14 and FIG. 15 shows a flowchart of a beacon sending/receivingprocess. As shown in FIG. 14, the CPU 20 resets a transmission counterin a step S101, when the beacon sending/receiving process is started.That is, a count value is set to “0”. Although not shown, thetransmission counter (as the same for “reception counter” describedlater) is provided in the data storage area 504 of the main memory 22.

In a succeeding step S103, beacon signal output processing is performed.Here, the beacon signal that is produced in the step S47, S77, S83 orS91 and registered in the transmission/reception data buffer 504 a issent (broadcasted). In a succeeding step S105, the transmission counteris incremented. That is, “1” is added to a count value of thetransmission counter. Then, in a step S107, it is determined whether thecount value of the transmission counter is equal to or more than apredetermined value. In addition, the predetermined value is a numeralvalue that is set in advance by the developer of the game or the like.This is true for a step S121.

If “NO” is determined in the step S107, that is, when the count value ofthe transmission counter is less than the predetermined value, theprocess returns to the step S103 with no operation. In contrast, if“YES” is determined in the step S107, that is, when the count value ofthe transmission counter is equal to or more than the predeterminedvalue, a reception counter is reset in a step S109 shown in FIG. 15.That is, a count value of the reception counter is set to “0”.

In a succeeding step S111, reception of a beacon signal from one or moreother game apparatuses 10 is tried. When the beacon signal from one ormore other game apparatuses 10 is received, the CPU 20 stores a receivedbeacon signal to the transmission/reception data buffer 504 a. In a nextstep S113, it is determined whether a beacon signal from one or moreother game apparatuses 10 is received. Here, it is determined whetherthe beacon signal that is sent from one or more other game apparatuses10 is stored in the transmission/reception data buffer 504 a.

If “NO” is determined in the step S113, that is, if no beacon signalfrom one or more other game apparatuses 10 is received, the processproceeds to a step S119 with no operation. In contrast, if “YES” isdetermined in the step S113, that is, when the beacon signal from one ormore other game apparatuses 10 is received, in a step S115, it isdetermined whether the game ID is identical. That is, the CPU 20determines whether the game ID included in the beacon signal that isreceived is coincident with the game ID of the game that is beingperformed by own the game apparatus 10.

If “YES” is determined in the step S115, that is, when the game IDs arecoincident with each other, the process proceeds to the step S119 withno operation. On the other hand, if “NO” is determined in the step S115,that is, if the game IDs are not coincident with each other, in a stepS117, the beacon signal is erased from the transmission/reception databuffer 504 a, and then, the process proceeds to the step S119.

In addition, in a case where a plurality of beacon signals are receivedin the step S111, the processing in the step S115 is performed for eachof the received beacon signals, and according to a determination result,the processing in the step S117 is performed.

In the step S119, the reception counter is incremented. That is, “1” isadded to a count value of the reception counter. Then, in a step S121,it is determined whether the count value of the reception counter isequal to or more than a predetermined value. If “NO” is determined inthe step S121, that is, when the count value of the reception counter isless than the predetermined value, the process returns to the step S111.In contrast, if “YES” is determined in the step S121, that is, when thecount value of the reception counter is equal to or more than thepredetermined value, the process returns to the step S101 shown in FIG.14.

Thus, by using the counters, the beacon signal is repeatedly sent orreception of the beacon signal is repeatedly tried. In addition, byusing the counters, a case (mode) where the beacon signal is to be sentand a case (mode) where the beacon signal is to be received (tried to bereceived) are switched. Therefore, in a case where the first beaconsignal is to be sent/received, a mode searching a candidate of thebattle opponent and a mode to be searched for a candidate of the battleopponent (searched mode) are switched. Since such a beacon signalsending/receiving process is repeatedly performed during a time that theentire game process is performed, the game apparatus 10 repeatedlysearches another game apparatus 10 that is a candidate of the battleopponent.

According to this embodiment, during a time that the game processing ofthe single-play mode, i.e. an application is being performed, the gamescreen, i.e. an application performing screen is displayed for the gameand the list including a player who is able to perform the battle-play,i.e. a communication application is displayed, and at an arbitrarytiming the battle-play is offered to a desired player, and accordingly,it is possible to offer the battle-play to the desired player whileenjoying the game of the single-play mode. That is, since a connectionestablishment can be requested at an arbitrary timing, it is possible toincrease convenience of a communication connection.

In addition, because the information on whether it is possible toperform the battle-play with the candidate of the battle opponent, thatis, the displaying manner of the icon in the list screen 150 is renewedin a real-time in accordance with the search results of the repeatedsearches, it is possible to know in a real-time a candidate of thebattle opponent with whom the battle-play can be performed. Therefore,it is possible to send the offer of the battle-play to the battleopponent with whom the battle-play can be performed.

Furthermore, according to this embodiment, even in a case where theoffer of the battle-play is received, the game of the single-play can becontinuously performed with sending no response, and therefore, the gameof the single-play is not suspended or it is not necessary to suspendthe game of the single-play to respond to the offer of the battle-play,or the single-play is not automatically shifted to the battle-play as aninterruption. That is, it is possible to respond to the offer of thebattle-play at an arbitrary timing during the game of the single-play isbeing performed.

Furthermore, according to this embodiment, in a case where the offer ofthe battle-play is not responded, when the predetermined time periodelapses, the battle-play refusing beacon signal is automatically sent,and accordingly, it is possible to save the player's trouble.

Furthermore, according to this embodiment, it is possible to know acurrent situation such as a game situation of a player who is registeredas a friend, a player who is determined as an acquaintance or apasser-by player merely passing each other, and thus, to offer thebattle-play to only a player who is able to perform the battle-play.

In addition, although one or more game apparatuses that exist within arange that the beacon signal can be sent or received (predeterminedarea) is detected to produce a list in this embodiment, not limited tothis. For example, in a case where a wireless communication is performedby using the internet communication module via an access point and aninternet, one or more other game apparatuses being connected to theinternet may be detected to produce a list. Furthermore, by detectingthe game apparatuses that exist within a range that the beacon signalcan be sent or received and the game apparatuses being connected to theinternet, a list may be produced.

Here, in a case where the list is produced and the battle-play isperformed through a short-distance radio communication that uses thelocal communication module, it is possible to say that another playerexisting in a relatively nearer place is searched and the battle-play isperformed with such another player.

In addition, even in a case where the internet communication module isused, it is possible to search a player who exists in a relativelynearer place (within a predetermined area) to perform the battle-playwith such a player. In such a case, by calculating a current position orplace of the game apparatus itself based on a radio intensity at a timethat the data is received from a neighboring access point, and bysending and receiving the current place (position) that is calculated toor from another game apparatus through a wireless communication, it ispossible to determine a game apparatus that exists within thepredetermined area. Alternatively, it is possible to determine thatanother game apparatus that is accessing the same access point existswithin the predetermined area. In such a case, it is possible to searcha player who is present in the same prefecture, the same city or thesame region or area as a player existing within the predetermined areaor at a relatively nearer place, and display the player in the list. Inaddition, the searched actually is a game apparatus owned by a player.

Furthermore, although a case where the battle-play is performed by twogame apparatuses is described in this embodiment, the battle-play can beperformed with three or more game apparatuses. In such a case, the gameapparatus sends an offer of the battle-play to a plurality of other gameapparatuses during a time that the game processing of the single-playmode is being performed, and waits for responses from the plurality ofother game apparatuses while continuously performing the game processingof the single-play mode. On the other hand, in a case where an offer ofthe battle-play is received from one or more other game apparatuses, thegame processing of the battle-play mode is started (performed) afterthat all game apparatuses that receive the offers of the battle-playaccepts the offers.

Furthermore, although only a case where the battle-play is performed asan example of a communication game is described, this embodiment can besimilarly applied to a case where an exchange of a monster character andan item is performed with other game apparatus(es).

Although in the above-described embodiment, the icon of the friendplayer or the acquaintance player is displayed whether or not the gameapparatus of the player can perform a communication, and the player ofthe other game apparatus that temporarily becomes a state that acommunication can be performed is displayed (added into the displayingcolumn) as a passer-by player, not limited to this.

More specifically, an icon of a friend player or an acquaintance playeris displayed whether or not a game apparatus of the player can perform acommunication, and in a case where a first beacon signal (the same gameID) from another game apparatus is received, an icon of a playerindicated by a player ID that is included in the first beacon signal maybe displayed in the column for the passer-by player (added into thedisplaying column) regardless of a kind of the player. Then, in a casewhere the player who is added as a passer-by player overlaps with afriend player or an acquaintance player, the icon of the overlappingplayer may be deleted from the passer-by player's column so as todisplay the icon only in the column for the friend player or theacquaintance player.

Furthermore, in the above-described embodiment, the list screen isdisplayed by providing displaying columns for a friend player, anacquaintance player and a passer-by player, but not limited to this. Theicon may be displayed by using (referring to) the information (playerdata) that is registered as a friend player or the information (playerdata) that is determined as an acquaintance player. In such a case,however, an icon of a player who owns another game apparatus that issearched is displayed. Accordingly, as described in the above-describedembodiment, the icon of the friend player or the acquaintance player isnot displayed whether or not the game apparatus of the player canperform a communication.

For example, without providing columns for displaying icons of a friendplayer, an acquaintance player and a passer-by player with a distinctionof kinds of players, the kind of the players (a distinction of a friendplayer, an acquaintance player and a passer-by player) may berepresented by colors of the icons, or an image indicative of a kind ofthe player may be displayed in the vicinity of the icon of the friendplayer or the acquaintance. In addition, in place of the imageindicative of a kind of the player, a character string indicating a kindof the player may be displayed.

More specifically, in a case where a kind of player is to be representedby a color, an icon of a friend player may be displayed with a greencolor, an icon of an acquaintance player may be displayed with an yellowcolor and an icon of a passer-by player may be displayed with a redcolor. In a case where a kind of the player is to be represented by acolor, if the icon is displayed in a grayout manner in such a case wherethe corresponding game apparatus is in an off-line state, or thecorresponding game apparatus does not exist within a range that thebeacon signal reaches, for example, the color cannot be identified.Therefore, in place of the grayout displaying of the icon, the icon maybe flashed or the color of the icon may be made semi-transparent.

In addition, in a case where an image indicative of a kind of the playeris displayed in the vicinity of an icon, an image of a star may bedisplayed near the icon of the friend player, an image of a circle maybe displayed near the icon of the acquaintance player and no image maybe displayed near the icon of the passer-by player.

It should be noted that the above-described are mere examples and acolor and an image are not limited to these example, rather payattention to a point that the icons are displayed in a discriminablemanner with using the information of the friend player or theacquaintance player.

Although in the above-described embodiment, the player registers theplayer information of another game apparatus by using the game apparatusthat the player himself/herself owns mutually or in a one-way manner,not limited to this.

The friend player may be automatically registered in accordance with thenumber of times that the battle-play is performed with a player, forexample. In the above-described embodiment, if another player performsthe battle-play at least once, the other player is determined as anacquaintance player, and therefore, the player who performs thebattle-play a predetermined number of times equal to or more than twicemay be registered as a friend player.

Not only the number of times but also a period of time may be taken intoaccount. The player who performs the battle-play a predetermined numberof times during a predetermined period of time or more (hours, days,etc.) may be registered as a friend player.

In addition, the above-described is not limited to the battle-play, theplayer may be automatically registered as a friend player in accordancewith the number of times that the character is exchanged or the messageis sent and received.

Furthermore, the structure of the game apparatus is not limited to thatof the embodiment. For example, a display device (LCD) may be used bydividing a single LCD into two displaying areas. A touch panel may beprovided on the first LCD, or on both of the first LCD and the secondLCD. A touch panel may not be provided. Furthermore, the game apparatusmay comprise a GPS function. In such a case, it is possible to detectone or more other game apparatuses at a short distance (within thepredetermined area) based on an actual distance.

The systems, devices and apparatuses described herein may include one ormore processors, which may be located in one place or distributed in avariety of places communicating via one or more networks. Suchprocessor(s) can, for example, use conventional 3D graphicstransformations, virtual camera and other techniques to provideappropriate images for display. By way of example and withoutlimitation, the processors can be any of: a processor that is part of oris a separate component co-located with the stationary display and whichcommunicates remotely (e.g., wirelessly) with the movable display; or aprocessor that is part of or is a separate component co-located with themovable display and communicates remotely (e.g., wirelessly) with thestationary display or associated equipment; or a distributed processingarrangement some of which is contained within the movable displayhousing and some of which is co-located with the stationary display, thedistributed units communicating together via a connection such as awireless or wired network; or a processor(s) located remotely (e.g., inthe cloud) from both the stationary and movable displays andcommunicating with each of them via one or more network connections; orany combination or variation of the above.

The processors can be implemented using one or more general-purposeprocessors, one or more specialized graphics processors, or combinationsof these. These may be supplemented by specifically-described ASICs(application specific integrated circuits) and/or logic circuitry. Inthe case of a distributed processor architecture of arrangement,appropriate data exchange and transmission protocols are used to providelow latency and maintain interactivity, as will be understood by thoseskilled in the art.

Similarly, program instructions, data and other information forimplementing the systems and methods described herein may be stored inone or more on-board and/or removable memory devices. Multiple memorydevices may be part of the same device or different devices, which areco-located or remotely located with respect to each other.

While certain example systems, methods, storage media, devices andapparatuses have been described herein, it is to be understood that theappended claims are not to be limited to the systems, methods, storagemedia, devices and apparatuses disclosed, but on the contrary, areintended to cover various modifications and equivalent arrangementsincluded within the spirit and scope of the appended claims.

What is claimed is:
 1. An information processing apparatus, comprising:a communicating unit operable to perform a communication with anotherinformation processing apparatus; a searching unit operable torepeatedly search one or more other information processing apparatusesexisting within a predetermined area by using the communicating unit;and a display controlling unit operable to display on a display deviceinformation of a first other information processing apparatus that isstored in advance in a storage and information of a second otherinformation processing apparatus that is searched by the searching unit,wherein the display controlling unit is further operable to renew in areal-time at least information of the second other informationprocessing apparatus in accordance with a search result by the searchingunit.
 2. An information processing apparatus according to claim 1,wherein the communicating unit is operable to perform a communicationwith one or more other information processing apparatuses by ashort-distance wireless communication, and the predetermined area is anarea that it is possible to perform a communication by theshort-distance wireless communication.
 3. An information processingapparatus according to claim 1, wherein the display controlling unit isoperable to display the information of the first other informationprocessing apparatus and the information of the second other informationprocessing apparatus in a discriminable manner.
 4. An informationprocessing apparatus according to claim 1, further comprising anapplication performing unit operable to perform an application accordingto an operation by a user, wherein the display controlling unit isoperable to display the information of the first other informationprocessing apparatus and the information of the second other informationprocessing apparatus within a performance of the application by theapplication performing unit.
 5. An information processing apparatusaccording to claim 4, wherein the display controlling unit is operableto display the information of the first other information processingapparatus and the information of the second other information processingapparatus in parallel with a progress of the application that isperformed by the application performing unit.
 6. An informationprocessing apparatus according to claim 1, wherein the displaycontrolling unit is operable to display the information of the firstother information processing apparatus and the information of the secondother information processing apparatus in a further discriminable manneron whether the information processing apparatus can perform acommunication with another information processing apparatus.
 7. Aninformation processing apparatus according to claim 1, furthercomprising a selection receiving unit operable to receive a selectingoperation by the user to the information of the first other informationprocessing apparatus or the information of the second other informationprocessing apparatus that is displayed on the display device; and aprocess performing unit operable to perform a process that at least apart thereof is common, with the first other information processingapparatus or the second other information processing apparatuscorresponding to the information indicated by the selecting operationthat is received by the selection receiving unit.
 8. An informationprocessing apparatus according to claim 1, wherein the displaycontrolling unit is operable to display the information of the firstother information processing apparatus that is stored in advance in thestorage whether or not the first other information processing apparatuscan perform a communication by the communicating unit thereof.
 9. Aninformation processing apparatus according to claim 1, wherein thedisplay controlling unit is operable to display the information of thesecond other information processing apparatus as the information of thefirst other information processing apparatus in a case where theinformation of the second other information processing apparatus that issearched by the searing unit is stored in the storage.
 10. Aninformation processing apparatus according to claim 1, wherein theinformation of the first other information processing apparatus isstored in advance in the storage in response to at least one of the userand a user of the first other information processing apparatus.
 11. Aninformation processing apparatus according to claim 1, wherein theinformation processing apparatus has the storage built-in.
 12. Aninformation processing apparatus according to claim 1, furthercomprising an application performing unit operable to perform anapplication in accordance with an operation by the user, wherein theinformation of the first other information processing apparatus isavailable regardless of a kind of the application that is performed bythe application performing unit.
 13. An information processingapparatus, comprising: a communicating unit operable to perform acommunication with another information processing apparatus by ashort-distance wireless communication; a searching unit operable torepeatedly search one or more other information processing apparatusesby using the communicating unit; and a display controlling unit operableto display on a display device information of one or more otherinformation processing apparatuses searched by the searching unit byusing predetermined information that is stored in advance in a storage,wherein the display controlling unit is further operable to renew in areal-time at least information of the one or more other informationprocessing apparatuses in accordance with a search result by thesearching unit.
 14. An information processing system, comprising: acommunicating unit operable to perform a communication with aninformation processing apparatus; a searching unit operable torepeatedly search one or more information processing apparatusesexisting within a predetermined area by using the communicating unit;and a display controlling unit operable to display on a display deviceinformation of a first information processing apparatus that is storedin advance in a storage and information of a second informationprocessing apparatus that is searched by the searching unit, wherein thedisplay controlling unit is further operable to renew in a real-time atleast information of the second information processing apparatus inaccordance with a search result by the searching unit.
 15. Anon-transitory computer readable storage medium storing an informationprocessing program, wherein the information processing program causes acomputer of an information processing apparatus to function as: acommunicating unit operable to perform a communication with anotherinformation processing apparatus; a searching unit operable torepeatedly search one or more other information processing apparatusesexisting within a predetermined area by using the communicating unit;and a display controlling unit operable to display information of afirst other information processing apparatus that is stored in advancein a storage and information of a second other information processingapparatus that is searched by the searching unit, wherein the displaycontrolling unit is further operable to renew in a real-time at leastinformation of the second other information processing apparatus inaccordance with a search result by the searching unit.
 16. Aninformation processing method in an information processing apparatusthat comprises a communicating unit operable to perform a communicationwith another information processing apparatus, comprising steps of: (a)searching one or more other information processing apparatuses existingwithin a predetermined area by using the communicating unit; (b)displaying on a display device information of a first other informationprocessing apparatus that is stored in advance in a storage andinformation of a second other information processing apparatus that issearched in the step (a); and (c) performing the step (a) repeatedly andrenewing in a real-time at least information of the second otherinformation processing apparatus in accordance with search results.